Final-Sting Faerie

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Final-Sting Faerie

Creature — Faerie Assassin

Flying

When Final-Sting Faerie enters the battlefield, destroy target creature that was dealt damage this turn.

Idoneity on

4 years ago

It seems there are many cards in here that just don't do much, as well as there being naught in terms of basic essentials for a commander deck.

As for creatures:

Dewdrop Spy , Dream Thief , Faerie Duelist , Faerie Seer , Final-Sting Faerie , Hypnotic Sprite , Latchkey Faerie , Nightshade Schemers , Pestermite , Shinechaser , Surveilling Sprite , Thornwind Faeries , Wasp Lancer , and Wizened Snitches . None of these seem to stand out. They have lacking effects that don't bolster power level, but rather drag it down. Cards in other supertypes seem to fall under the same category.

Faerie Tauntings , Stolen by the Fae , Dimir Locket , Violet Pall and Dimir Locket all seem incongruous and lacking. Brainstorm is best when shuffling effects can launder away cards if need be. This deck has only two tutors. Stolen by the Fae is restrictive and minute in impact, as well as a sorcery. Violet Pall seems far too expensive for what it does.

For what I believe should be added, card draw, ramp, and threats.

Windreader Sphinx , Coastal Piracy , and Bident of Thassa are able to draw a considerable amount over the course of a match. Phyrexian Arena , Underworld Connections , and Consecrated Sphinx oft daggle me through the game rather easily.

Sol Ring , Smothering Tithe , Talisman of Progress , Talisman of Hierarchy , Azorius Signet , Dimir Signet , Orzhov Signet , and Mind Stone all carry their weight and herald efficiency.

For wraths, I find that two or three do the job well, and Rout or Cyclonic Rift seem to fit the plan of this deck well.

Dovin, Grand Arbiter could be a spicy option, and Unfulfilled Desires is a favourite of mine.

Good fortune to you, my liege. May all lout in your wake.

ItsMrMix on Oona queen of the lit

4 years ago

So, a couple things: 40 lands is too many for this deck, I'd go down to 38 or maybe even 37 because of the new mulligan rule. I'd also work on the balance of mana based on the colors you have in the deck, taking out some Swamps and replacing them with Islands, and maybe trying to find a few more dual lands because you don't really gave too many and having mostly basics will make it easy for you to get color screwed. Maybe a few more artifacts like a Dimir Signet , Sol Ring for obvious reasons, and Fellwar Stone , stuff like that.

It also seems like you're stuck between Faerie tribal and mill. Personally I'd go with mill, because it's probably cheaper. You can take out cards like Final-Sting Faerie , Nectar Faerie , Quickling , Thornwind Faeries , Wasp Lancer , Distant Melody , Bident of Thassa , Violet Pall , and Faerie Tauntings . You could put cards like Jace, Wielder of Mysteries , Fraying Sanity , Jace, Memory Adept , Sire of Stagnation , Hedron Crab (I have one of these that you can use), Lazav, Dimir Mastermind , Notion Thief , and Nemesis of Reason in order to strengthen your mill plan, and if you wanna win with tokens out of nowhere, you can put in Scion of Oona to keep your tokens safe.

I would also put in some more removal, like Murder , Cast Down , Rapid Hybridization , Go for the Throat , Hero's Downfall , or similar cards. I really like the inclusion of cards like Crypt Incursion and Startled Awake  Flip, because those are just really cool cards. This deck has potential, I think you made a really solid first draft.

RobotCowhand on

6 years ago

Daring Demolition is basically pay 4, destroy a creature. I don't ever think I've seen a vehicle in a game of EDH.

I'd look to put a removal effect on a Power 2 creature so Alesha can bring it back.

Banewhip Punisher - Recur it from graveyard, then pay 1 black, sac it to kill a creature. Mad value!

Big Game Hunter - Discard from hand, pay 1 black, kill a power 4 or greater creature. Then recur later in the game.

Final-Sting Faerie - More situational

Garza's Assassin - Amazing. Bring back with Alesha, sac it, kill a nonblack.

Nekrataal - same deal as above

Reverie42 on Search and Destory

6 years ago

No problem.

Looks like a pretty good start. I feel like the general gameplan with this deck is to lay down some evasive flyers and then get out buffs on T4/5 and win in the air.

Assuming that's the direction you want to, my recommendation would be:

That should put it at 60 cards. The idea here is to try to land creatures on turns 1 and 2, then hold up counters or Spellstutter Sprite T3 and then start dropping buffers to beat down in the air. Then you keep the handful of spot removals in case your opponent resolves a big flying/reach creature before the game can get closed out.

If you want to move in a somewhat more controlling direction, 1-2 copies of Bident of Thassa might be worth considering. In a weenie flyer deck, it can help ensure that you're drawing enough gas to rebuild if a board wipe happens.

Have (1) reikitavi
Want (0)